Showing posts with label denethix. Show all posts
Showing posts with label denethix. Show all posts

Tuesday, October 21, 2014

Everyone Hates Halflings



A Most Reviled People
A companion piece to "Demons of the North" and "Dwarves are Horrible" discussing the oddities and inhuman awfulness that I like to give to demihumans when I run Anomolous Subsurface Environment. Vanilla Halflings aren't perhaps as bad as Dwarves in their boring almost featureless description, which universally (except for Darksun's jungle dwelling cannibals) seems a pallid and half-hearted copy of the Shire's Hobbits.  In a lot of games lately halflings seem to be the first demihuman race to get replaced - with anthropomorphic animal people usually, or with goblins - this isn't a bad thing, but it shows a certain exhaustion or disdain within the tabletop hobby for halflings.  ASE keeps halflings fairly close to the vanilla D&D norm, but like dwarves and elves it adds the twist that halflings are the result of ancient goblin genetic muckery (goblins being the debased descendents of 'grey' aliens).  I expand on this idea and have recast ASE's Halflings as an oppressed but internal (they have no culture or homeland to return to) minority within Denethix.

“Are Halflings even a people?  More a plague, like poverty or the weeping cysts  - another blight of these cursed times, roiling across the land and lingering to choke the life out of anywhere it has taken root, much like the clouds of sick rock gas that used to boil from the Lanthanide Wastes” – Ray 4375 Beta, field researcher 3rd form – Temple of Science
 
A pair of Classic Jeff Dee Halfling
Halflings have it bad, and most, both halfling and others think they deserve it. 

Thursday, April 3, 2014

ASE Map - The Denethix Area

Sure ASE 1 by Patrick Wetmore has some nice maps in it, but I went and decided to draw the area map around Denethix (ASE's 'point of light') in my own overland style.  Use it how you will - player map immediately comes to mind.  It's only vaguely to scale, but that's part of the fun.

Use them however you like.

Black and White
A Psychedelic Sepia Sort of Version

Tuesday, January 29, 2013

Drunk in Denethix - ASE Carousing Table

Oh the hijinx you'll have!

Memories are blurry
Below is the carousing table I'll be using for Denethix.  Rules are standard, pay your gold and roll a save vs. poison.  If you succeed you gain XP equal to the GP spent and roll on the table below for consequences with a +1 bonus for every point you made your save by.  If you fail just roll on the table and don't ask about XP.

Tuesday, July 31, 2012

SESSION XI - Part II - Amongst the Underdwellers

Session XI - PART II

Having discovered that they are under a murder indictment by parties unknown, and that Drusilla's family/clan are not happy with her the party determines it must find the deed to the Old Brewery and hand it over to the corrupt Fist Officer Lieutenant Tsu to escape trial and execution.

The Cast

Huxley McTeeth - (m) Fighter (Lvl 2) - Short, strong, grizzled, armored, and wielding a magic white saber from the tomb of a Rocket Man.
Grimgrim "The Seared of Monstcrom"- (m) Cleric (Lvl 3) - Recently extra fervent. pig masked.
Druizzilnax (aka Drusilla) - (f) Elf (Lvl 1), physically frail, spear wielding, hideous armor wearing and from a society of militarized cannibals.
Nell Hassenphafler "The Topstown Gore Bird" - (f) Assassin (Lvl 3), Scarred face, sinewy physique, fancy purple metal dress and poison hatpins.
Lemon Jackson, Evoker - (m) Magic-User (Lvl 2) Gun totting & hell-bolt flinging,
Gurgur, Greymol - (m,m) Moktar, Moktar Holy Tom, (Lvl1,Lvl1) Moktar henchmen , serious catbrawn. 

The boarded window pivots smoothly on hidden bearings and within a mere moments the worried band is back inside the Old Brewery again.  The room they enter is remarkably clean as if it had recently been scrubbed clean, and indeed a mop bucket full of filthy bloody water stands in the corner.

Opening the door cautiously the party peers into the room that hold the Brewery's central stair.  Directly opposite them is the former guard post, it's door now ripped off its hinges and the interior charred with fire.  Close examination of the guard post reveals signs of violence and a pile of burnt corpses.

Shaking their heads at the violence of gang warfare, the party returns to the stairs and shifts the steel plate to descend into the Brewery Depths.  The warm, tidy brick chamber below is decorated with glass cases and daguerreotypes in glass frames.  The East wall has a dark passage and to the West is barred by a steel grate.  Examining the displays the party finds that it's a museum of sorts dedicated to the brewery's operational days.  The Weedstone Family is featured prominently, and most of the photos depict the mildly unwholesome process of making mushroom beer.  Grimgrim (Wisdom Check's are good for noticing things) finds one strange photo of a young Weedstone in what appears to be a large cavern lit with sodium lamps hugging some sort of large, white plated fish to his chest.  The cavern in the photo contains a pool and great rafts of giant mushrooms, growing in wooden boxes. A peeling label says 'Brewery Mascot "Bleachy Pete" and Master J. Weedstone'.

Thursday, July 26, 2012

The Law in Denethix and Beyond - A Table

Lawyers, in urban fantasy as in real life, are necessary.  Ideally lawyers fix problems, mediate disputes, act as trustworthy agents and provide advice untainted by emotion. For a real life example (that may actually be useful to you if you live in the US) see the following article on traffic stops - it lays the way bureaucracy works bare and gives easy to use advice for all sides of a dispute .
The ASE party's elven lawyer

Bad lawyers of course exist as well, most bad lawyers are simply overconfident, fail to explain risks well, are desperate for fees or can't keep up with the tortuous pace of legal action. Some are truly bad, con artists, the public face of criminal organizations, bullies, or creeps of various stripes using the respect society gives them and the law as cover for their appetites. Luckily these villains are rare.

In a fantasy metropolis all this is equally true, and adventurers seem likely to fall afoul of the law more than most. Not simply criminal trials because they are amoral killers, but civil actions when would be owners of adventurers' recovered loot step forward or greedy bureaucrats attempt to get a cut. As a civil attorney myself I can foresee numerous ways that fantasy scenarios could become entangled with law and order. In these cases the players will need lawyers to give them legal authority for their acts or simply provide them time to liquidate the gold and make a decent escape.

Wednesday, July 25, 2012

SESSION XI - Part I - The Wheels of Injustice Turn Slowly.

Faced with an enraged patron the PCs return to the brewery and discover that stranger forces than the grasping hands of crime lurk within.  Huxley takes a dangerous wager.

The Cast

 

Huxley McTeeth - (m) Fighter (Lvl 2) - Short, strong, grizzled, armored, and wielding a magic white saber from the tomb of a Rocket Man.

Grimgrim "The Seared of Monstcrom"- (m) Cleric (Lvl 3) - Recently extra fervent. pig masked.

Druizzilnax (aka Drusilla) - (f) Elf (Lvl 1), physically frail, spear wielding, hideous armor wearing and from a society of militarized cannibals.

Nell Hassenphafler "The Topstown Gore Bird" - (f) Assassin (Lvl 3), Scarred face, sinewy physique, fancy purple metal dress and poison hatpins.

Lemon Jackson, Evoker - (m) Magic-User (Lvl 2) Gun totting & hell-bolt flinging,

A STATISTICAL UPDATE (As emailed to players)

 

Killed: Peacock Boss (Mr. Donnybrooke) (E5*** - 650xp), Animated Coatrack (4HD*** 245xp), 2 Elf Guards (E2* - 58xp), 10 Guards (F2 - 200xp)
Escaped: Harridan Orchids (300 GP)
Captured (XP time 1.5): 2 Guards(F2 - 60xp), Elf Guard(E2* 88xp), Capo Yarrix (E5MU2** 625)
"Innocent" slaughtered: - 200XP from feeling sad.

Slaughter Total: 2026 XP 
Looted: Jade Bowl (150 GP), Furniture (1500 GP - kept 0 XP), lizard plant (100 GP), Ogre tusk netsuke collection (300 GP), Silver Rocket-man belt buckle (150GP), Spare Change (55 GP), 1/2 a nights drug money (400 GP).

Loot Total: 1,155 GP/XP

Bonus XP - I give bonuses based on how in character PC's act - max is party level * 100 per character.
Nell (100XP - Climbing and figuring out orchid trap)
Lemon: (50 XP - Daring vs. Donnybrook)
Drusilla (100 XP - Saving Grimgrim's life)
Huxley (100 XP - Face off with Capo)
Grimgrim (150XP - Getting crazy metal/suffering major wound)

After XP Grimgrim and Nell are 3rd level! Drusilla is 300 shy of 2nd and the rest of the party is rapidly closing  in on 3rd level.

After the Raid

The Adventurers return home with their new furniture and treasure and get a few hours sleep before being summoned by the exalted brother (and Lt. Tsu).

Monty appears with a hired carriage and warns the party that the Lt. is not happy, but that his own boss Joohanssanville seems pretty content.  Monty says that the looting of the upper floors of the Old Brewery is ongoing, and that Joohanssanville's bravos have chased off the few remaining guards and discovered a secret first floor entrance.

Wednesday, June 27, 2012

SESSION IX, PART II - A Daring Rescue!


When we left the adventurers they were facing down a huge room full of starving desperate hobos while prodding a group of naked criminal sellswords in front of them. 

Pulp book Cover - Ace Books
Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 2

Lemon Jackson – A wizard with strange yellow eyes, a Magnum tucked in his loincloth and numerous mystic tattoos. (M) Magic User 2
Huxley McTeeth (Hux) – A gaucho with a past, and scars to prove it. (M) Fighter 1

“Eyestabs” Nell – A scarily fashionable woman armed with many poison hat pins (F) Assassin 2

Drusilla – Eleven lass of surpassing beauty, disturbingly unpleasant affect and taste for human babies. (F) Elf 1

 The crowd of Denethix's ragged cast-offs grows thicker in front of the party every moment while the cacophony of shouts and curses louder and louder - until Huxley pushes one of the naked captives into the mob and Nell flings the armor and equipment taken from the door guards up over the crowd, who immediately begin scrambling for it.  The naked guardsmen are cuffed and slapped, but the crowd seems reluctant to attack them more viciously, until one of them drops to his knees in supplication and a roaring mob pours over the defenseless men kicking and clubbing them. (Yes - this made the players feel like cruel thugs - they may be nicer to prisoners in the future.)

Monday, June 18, 2012

SESSION IX - PART I - On the town


In which the adventurers play the wealthy flaneur, are disrespected by a Moktar kitten, hire feline muscle, give a dime to Monty, see how the other half lives and star in a violent anti-drug after school special. This session went long due to the amount of dithering about in town and given that I am running out of old adventure material I will break it into parts - Next Monday evening for the Second 1/2 I think.

SESSION IX, PART I
 
Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 2

Lemon Jackson – An underclothed wizard with strange yellow eyes and who tattoos himself with spells and enjoys the sound of the hand cannon. (M) Magic User 2

Huxley "Hux" McTeeth  – A gaucho with a past, armed with a Rocket Man's saber and possessed with in strength disproportionate to his years and small frame. (M) F1 with henchman Graymol the Moktar Shaman (M) HT 1 and Gurgur the Moktar (M) MO 1.

“Eyestabs” Nell – A murderess, clad in ancient finery,  armed with many poison hat pins and a dead dwarf's crossbow(F) A2

Drusilla – Eleven lass of surpassing beauty (for a creepy eyed, fanged, and slit-nosed monster), disturbingly unpleasant affect, garish elven taste and taste for human babies - Pole arm and scimitar (F) Elf 1

NYC's Old Brewery, the source material for this adventure

Moktars!

The party now has two henchmen, a pair of young Moktars who have been indentured to Huxley (the party don't yet realize that they're paying the Moktar mob to hire the henchman) and I've been having a bit of fun with the idea of Moktar magic. Moktar are slightly goofy savages, generally lacking dexterity and making it up in strength. 

Moktar cuisine leaves much to be desired (Some guy from the comics)


This is Pat from Henchman Abuse's first draft of the class, and it hits the high points. I assume that the next installment of ASE will have full details.

My own shamanistic modifications of Moktardom as well as the stats for the two Moktars hired by the party are below.

Moktar are basically barbarians: 2HD to start, High Str, Low dex, light armor (max studded leather or non-metal scale) and natural AC 6. . High-level Moktars (Say 4 and up) might be able to wear specially made metal armor, but plate will only bring the average Moktar (Dex 8) to a 4 AC and chain will do nothing for them. I've decided that Moktars get -2 to int as well, but maybe that's not necessary. Moktars are both tough brutal combatants and bumbling!

I have allowed a special class for the rare Moktars that can work savage shamanistic magic – it's arcane magic, but terribly ritualized and the spells are limited to a special hard to find list. These Moktar “Holy Toms” gain XP as Elves, rather than Dwarves, but are limited to five levels in Magic (i.e. they will get a single 3rd level spell eventually – that's it).  The class requirement is the same as Moktar 13 STR plus 13 INT (after reduction) they are also limited to wielding 'traditional' non-metal melee weapons, though they can throw clubs or stone axes. Holy Toms cast as magi-users off of a limited spell list and gain spells at the same rate. I figure that it's pretty hard for Moktar characters (or henchmen) to find new spells, because they can't cast regular magic-user spells and getting the rare Moktar shaman to teach one (they can be written in string ciphers but are usually oral tradition) is pretty difficult. The two Moktar youth's stats and three Moktar spells are below

Sunday, June 17, 2012

Meet the Adventurers - Part IV

Huxley McTeeth
Huxley "Hux" McTeeth - 'Reformed' Desperado
Fighter (Lvl 2)

STR: 18 +3 melee hit/damage
INT: 13 Can read/write, Moktar
WIS: 11 No bonuses
DEX: 14 +1 AC/+1 missile to hit
CON: 14 +1 HP/die
CHR: 9 No bonuses

HP: 15
AC: 1 (w/dex bonus)

Equip: Fancy Acid Etched Plate armor, Shield, Scimitar + 1, 2 Hand Axes, Riding Horse, Scrapple and Bacon - attack lizards (dogs).

Alignment: Neutral - Huxley is a calculating pragmatist, he's not especially quick to anger and is mainly concerned about his own welfare and wealth.  In the past he's done some pretty horrible things, and he could easily drift back into a life of theft, betrayal and murder.  Lately certain events, including his own near death, a curse that made him relive the deaths of those he's killed, and the cannibalistic depravity he's witnessed in Denethix's slums have made him more thoughtful and he might even be drifting towards the law.

Huxley "Hux" McTeeth is a shortish (5' 7") man, of a medium build, in his early 40's. He sports a fierce mustache, but otherwise he was born with rather unremarkable features.  His recent life of adventuring, more so than his many years as a gaucho and plains' tough, have marked him.  Not the least of these marks is a set of terrible burn scars on his face, arms and torso received when Hux attempted to test an ancient laser pistol and found out what a corroded high energy cell can do.

Thursday, June 14, 2012

SESSION VIII - Extra Innings


AFTER SESSION VIII

The value of electronic communication is established, Huxley's fate revealed and the realization that the favoritism of the gods is fickle. Purchases are made.

The following decisions were made via email as the party wrapped up it's Obelisk adventure and couldn't wait to determine what happened to Huxley after he decided to play with a broken laser weapon.

The party clusters around Huxley - he's living, but badly burnt, barely conscious and even divine power wouldn't keep him from serious scars. Not much more can be done and the night will tell if Huxley survives. (Note - system shock rolls would be perfect here – but were a waste of ½ a page in the Player's handbook)
Raygun - Fabricated by Tom Banwell

Friday, June 1, 2012

Gossip Kills


Denethix Treasure/Adventure Rumors 
Rumors about distant lands for PC's feeling like a long trip. Drovers, sailors and other adventurers tend to tell these stories.
250 Miles South West of Denethix : Filled with Gold, or Teeming with Spirits? Photo Unaccredited

Thursday, May 31, 2012

Session V - Drunken Loutishness in Denethix and Beyond

The Adventurers drown their sorrows, interview with dusty travelers, and Grimgrim makes a demanding friend.

SESSION V

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – An loin cloth wearing wizard with strange yellow eyes and who tattoos himself with spells. (M) Magic User 1

Huxley McTeeth (Hux) – A gaucho with a past, clad in plains finery (M) Fighter 1

“Eyestabs” Nell – A tall scary woman armed with many poison hat pins (F) Assassin 1

Drusilla – Eleven lass of surpassing beauty, disturbingly unpleasant affect and taste for human babies (F) Elf 1

The diminished party has been lurking in their apartment looking at their dwindling stack of Gold for a week after their disastrous foray into the ASE gatehouse.

The party has reached the following conclusions:
  1. They aren't going back into the gatehouse for a while. (They don't realize they've already killed the meanest thing in there)
  2. They need to beef up their ability to not die – oil is going to get more popular I think, but there's talk of buying dogs or slaves and of hiring henchman. Of course they lack money for these things.
  3. They need to get rich quick. (I really like ASE's treasure progression/cost of living, while advancement feels a little slow the party is so far cash strapped and a bit desperate, just as unestablished treasure seekers should be.)

Monday, May 28, 2012

Drinking in Denethix


 What good is carousing without Fantastic Booze? -1D4, 1D6, 1D10 or 1D20 - A dive bar is likely to have a D4 or D6 selection (roll once per patron and don't ignore repeats). Better bars will use a D8, D10 or even a D20. It's also useful as treasure, many creatures are more likely to have some hooch than a gemstone. Heck, a case of cheap beetle whiskey is worth 12GP.

Session III - Sick Rock Express

Lodgings are procured, high-born scofflaws flummoxed with low elven sorcery and a terrible beast is dispatched.

SESSION III

Back again, two weeks later and I am impressed that no one has dropped out. In fact it's been mentioned that some other folk may be interested in joining.

Our protagonists are:

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – An underclothed wizard with strange yellow eyes and who tattoos himself with spells. (M) Magic User 1

Hump – Dwarf with a fake beard, red splint armor festooned with axes & heavy crossbow. (M) Dwarf 1

Mukuls – Barbarian with stereotypically savage strength and a fondness for axes large and small. (M) Fighter 1

Drusilla – Eleven lass of disturbingly unpleasant affect and taste for human babies. (F) Elf 1

The party has just returned to Denethix with 857GP in loot and 18GP left over from prior adventures. They decided over email last week to buy a suit of plate armor for the party (at 450 gp it's an investment) and maybe get a second man-sized set when they get their reward from the scientists for determining the deceased Doctor's fate. I like flavor and so the armor they bought isn't strictly plate mail, it's a blackened steel half suit of heavy plate with a closed helm. If worn over mail (splint, chain or scale) it grants a -2 to AC (though never a better AC than 3). I've decided to describe it as a bulbous clamshell back and breast piece with semi attached pouldrons and topped with a morian (a conquistador helmet) that has a silvered steel face plate attached via a hinge. The mask is of a fiercely toothed pig faced demon. The PC's seem to think their investment armor is damn cool and I'm okay with that - as 450GP is a serious investment for 1st level PC's and looking cool has no effect on game play (unless they refuse to swap it for something better).

The remaining 400 GP (they're keeping 26GP in traveling money) they split equally. That's 80 GP each, not enough to buy anything major (Lemon wants a hand cannon), but good enough for night of carousing, a new weapon or to hire and equip a henchman (they haven't figured that one out yet). Grimgrim reminds the party about Phil and they all chip in 10GP to keep him from bad mouthing them to the scientists, but he still sulks off grumbling.

Sunday, May 27, 2012

Session II - The Wages of Science

In which the adventurers seek adventure, battle halfiing intolerance, beard the lion(men) in their lair and find what lurks beneath the pyramid.

SESSION II

I am posting through my backlog of play reports to get this started well. 

A week passed, I was expecting it'd be two before we played again, but my players are resoundingly eager. They all returned. The cast of villains is:

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – An under-clothed wizard with strange yellow eyes and who tattoos himself with spells. (M) Magic-User 1

Hump – Dwarf with a fake beard, red splint armor festooned with axes & heavy crossbow. (M) Dwarf 1

Mukuls – Barbarian with stereotypically savage strength and a fondness for axes. (M) Fighter 1

Drusilla – Pretty elfin lass, of disturbingly unpleasant affect and with a taste for human babies (F) Elf 1

The party awoke in Mung's House of Ale and set out to find the temple of science and see both what it was and what work they might need. They arrived at the black pyramid at 10 AM and the Scientists were open for the day. Lemon and Hump did the talking while the rest of the party lurked in the background.

The Scientists thought they could find something for such a band of adventurers to work at, something besides a long stint in the temple's boron mines, because “Science is always in need of willing bodies”. The adventurers learned that a visiting Scientist and retainers had been expected by the South road, but were a week late. The Scientists would pay 50gp per party member for the party to escort the visitors back to the Temple of Science. When Hump asked where the visitors had come from they were told that the missing Scientist had been prospecting for artifacts in the Molybdenum Tombs, a place of ancient technology. Also the Scientists insisted that they didn't work with the Steel Leviathans, as those were powered by the “crude engineering” of the Academy these days.

The party walked back to the bazaar and spent more of their quickly dwindling cash reserves on camping gear and rations. They refused Drusilla's suggestion that they go to the Street of Tormented flesh and buy her a human baby in lieu of her1/5 of the rations.

On the way South through the soot stained streets and among the clanking factories the adventurers observed a fist fight amongst local toughs, unemployed machine workers and drunken rowdies. The party skirted around the fracas and refused even to bet on a winner with a cancerous factory foreman who was sure that his 'boys' would smash the opposition.

The party looked a bit ridiculous as they walked, bristling with weapons through the bucolic, peaceful countryside. Five hours later there was still no sign of the wayward science caravan and the group passed through the town of Lugosi, where the road split. No one the characters asked had seen any scientists, but they were told to take the right, less traveled road if they were heading towards the tombs. An elderly yokel was heard to remark “Ha them youths is all gonna die in the tombs. That pretty armor's gonna be soft cheese to the teeth of a crystal jaguar.” Mukul's player P voices concerns to the rest of the party and briefly advocates some sort of meta-game theory that the DM is trying to warn them away from the tombs and they were supposed to stay in “starting area” of Denethix (I sorta despise MMO's for encouraging this kind of thinking). The other players ignore P's theory and Grimgrim wonders aloud if Monstcrom would protect him from crystal jaguars, if a crystal jaguar skin cape would would be pleasing to Monstcrom and if Monstcrom would prefer his followers to befriend or sacrifice a crystal jaguar? Grimgrim instinctively feels that a cape would be pleasing to Monstcrom, but not as pleasing as a crystal jaguar fur loin cloth and furry wrist bracers, also that Monstcrom wants sacrifice, not to be worshiped by cat-hoarders.

I proclaimed that Grimgrim had earned 20xp for his priestly mediation on his deity's desires regarding crystal felines, and pointed out that was as much xp as he'd get for killing four goblins. I want to reward in-game thinking and character building here. Drusilla will be getting xp if she gets her teeth into a human-type baby for example (though I don't think Hump, Mukuls or Lemon will like that much and there may be terrible lynch-mob style consequences).

Five miles out of Lugosi on the Tarryfield road the party was set upon by a gang of violently drunken halfling hillbilly toughs who failed to achieve complete suprise only because their leader (a young halfling with a shaved head and gruesome facial scars) decided to shout “Stand aside dwarf, and we'll let you run while we murderate these beanpoles.” The other halflings giggled while Hump appeared to momentarily dither. Hump didn't wait long to send a quarrel towards the halfling leader. Hump missed. Four of the Halflings charged, wielding nail studded clubs and pitchforks, the remaining bow-ling put an arrow into Grimgrim's shoulder guard). Lemon tossed a sleep spell at the charging halflings, but his lack of battle training left his pussiance wanting and the incantation only put down the archer and two pitchfork wielders. Mukul's thrown hachet caught a club-ling in the chest and left him coughing blood but stumbling forward with drunken determination. Grimgrim missed, as did the attacker's leader, but the wounded halfling rapped Grimgrim on the shin and draws blood. Attacking last, from the second rank, Drusilla's crescent headed polearm neatly decapitated the halfling leader and sent his screaming head whirling off into the bushes. (I stole the flying screaming decapitated head from a Roman epic poem – it's a classical allusion, respect it!). Hope drains from the remaining halfling's eyes as he wheezes with blood filled lungs and his brave, but feeble club swing is deflected by Grimgrim's shield. A flurry of counterblows end the last halfling's determined stand and reduce him to ground chuck.

Grimgrim decides that they must let one sleeping halfling live “To tell his children Monstcrom's might and in honor of his friend's bravery in the face of death.” G is fishing for xp methinks, but it's a once per game session bonus.

Lemon agreed to let the sleeping halflings live, and declared they were “his kills” so it was his right to decide. The party then buried the 'brave' halfling (the last to die) in a shallow grave, nailing a gp (they now have 39) to his club as a grave marker and left the groggy tied halflings with the decapitated leader's corpse in the ditch. They looted some 64sp, a copper chased drinking horn, and lucky protonium disc, engraved with pictures of a bull head/tail (10 gp gem replacements) from the defeated.

Grimgrim's wound was minor (2hp – leaving him with 4hp) and he bandaged it. He clamed his frayed nerves by draining the captured drinking horn. I am using the “MetalEarth” “bad-ass healing rules” so Grimgrim was back to full hp (1d4 healing for taking appropriate efforts – especially a stiff drink).  Mukuls suggested Drusilla enjoy a “Halfling haunch” cause they looked like babies, but Drusilla replied with the jaunty elven rhyme “If it's gray let it lay, if it's not in the Pot!”. Laughter and XP bonus followed.

Leaving the site of the yokel slaughter (which could have gone very badly I think), the party walked on, with Lemon flipping his new 'lucky' token in the spring sun. They arrived at Tarryfield at 11PM and stumbled into “The Wretched” for a quick drink. They ate their own rations, in preference to the rat on a stick or “mold fries” while telling the local drunks about their encounter with the halflings, asking about Scientists and generally being tough guys. The adventurers rented the loft for 5gp and retired after a couple rounds paid for with the Halflings' silver.

Shortly after 4am the party, and the barkeep (sleeping in a pile of greasy straw by the smokey fireplace) were awakened by a pounding on the door. Two wild-eyed men in ragged splint mail and dirty Temple of Science tabards burst into The Wretched shouting for help. The party tries to calm them and starts suiting up. Terry and Phil are the intruders names and they are armsmen for the temple of science, most recently exploring the Molybdenum Tombs with a Dr. Spivey from the South. This Dr. is clearly the man the players have been sent to find.

The armsmen relate their predictable story of being robbed by Moktars … hostages, treasure caravan etc. The party decides to head out, in the dark, as this is exactly the clear cut adventure they want. Hump catches Terry and Phil exchanging avaricious glances.

A slightly exhausted 2 hr later, just as dawn is breaking, the party finds themselves at the caravan site. They're tired and a bit dazed (I'm giving them all -1 on damage rolls until they rest), but quickly search the burnt caravan, finding three dead guards and a dead “postoc”, as the servants/slaves of Scientists are known. Almost as quickly as the party realizes that the caravan is looted, they discover large cat-like footprints in the mud. Terry and Phil report that Dr. Spivey is not among the dead, and that another guard, Kolem, is also missing. Following the footprints the party arrives at the Moktar lair, visible ½ way up a low hill as a perfectly square hole in a roughly excavated rock wall.

In an heretoforth uncharacteristic fit of tactical sense the characters array themselves around the opening, with the Melee armed Mukuls and Drusilla at the doors edge, and the rest of the party hefting their missile weapons (crossbow, darts and a sling) crouched above the door's lip. Terry and Phil stand behind Drusilla on the left side of the door. After nothing happens for a few minutes, Mukuls shouts “Surrender in the name of the law and come out with yer hands on yer heads”. After several seconds they hear a distant clang, a viscous howl and shortly afterwards the sound of a breaking branch and a sustained pained yipping. The guard wolf has fallen into the pit. I rolled the moktar's morale and he decided to check out the disturbance before running for help. As 'healthy' moktar sticks his head out of the doorway he is subject to a flurry of blows. He avoids the heavy melee attacks of Drusilla and Mukuls, as well as a bolt and stone. Lemon's dart catches the moktar in the back of the arm and draws blood. The Moktar leaps back into the cave entrance and starts to retreat towards the sprung pit trap and his wolf. He is followed shortly by Mukuls and Drusilla, then Phil and Terry, and finally the rest of the party, with Lemon in the 4th rank.

Eager to press on even with darkness closing in as the outdoor light dims the party backs the wary Moktar up against the pit. The first round is a flurry of missing missles and blocked blows, but in the second Mukuls lands an overhead battleaxe blow and his strength carries his blade through the moktar's guard and deep into it's shoulder. The dying moktar falls into the pit with a splash and the trapped wolf's yelps grow louder.

Drusilla kills the wolf with her polearm by leaning over the side of the pit with Mukuls and Grimgrim each holding one of her legs. Even in this awkward position the trapped beast is silenced in only a few rounds. The sick guards down the hall have followed the commotion, but their sickness induced lassitude keeps them from acting aggressively until they see the party's lamps as they emerge around the corner from the pit and begin to assemble.

The party had trouble crossing the pit, with only 20' of rope and one grappling hook, they were all forced to descend (Phil offered to 'stand guard' even if it meant he had to stay on the doorway side of the pit, but his offer was declined) and then remove the grapple and ascend up the other side. Hump takes charge as they assemble, organizing the party for melee efficiency. He and Mukuls form a first line, with the polearm wielding Drusilla thrusting over Hump's short shoulders while Grimgrim and Lemon provide missile support. Terry and Phil gladly slink to the rear. The two moktars are worried that they are out numbered but they figure they're only be facing Hump and Mukul's axes in the narrow corridor so they advance with warning roars. The attacking Moktars run straight into Drusilla's braced braced crescent pike, but the injury it inflicts fails to bring down the first moktar. Grimgrim's slingstone cracks the same moktar's skull, but the tough brute still refuses to go down. Both moktar's miss their tentative swings at the well shielded fighters of the front line. Mukul's great strength is again telling as he lays out the unwounded Moktar with a single mighty blow. The wounded Moktar turns to flee, and is cut down just as the rest of the enraged moktar band emerges from the end of the hall.

The fight in the corridor is long and exhausting with Grimgrim moving forward when a second pair of moktars tear into Mukuls and force his retreat. The moktars fight to the end though, despite their disadvantage in armor and the flurry of missiles and pike thrusts from the parties back row. By the fight's end Mukuls has exhausted his throwing axes, and is still bleeding from a pair of serious wounds, even after a bandaging. Grimgrim is forced to call on Monstcrom for healing, and the party presses forward to find the empty guardroom and then the mess of the common room. Dr. Spivey is trussed in the corner and the players heed rush to free him. He curses Terry and Phil as worthless cowards, but Terry and Phil aren't cowed. The party takes the obviously ill Dr. back down the hall to the Guard room and lay him on the table. Drusilla tells Grimgrim to heal him, but Grimgrim states he isn't a Dr. and that Monstcrom is a stingy God who will grant no more boons today.

Lemon, as the party's most educated tries to conduct first aid, but before he can do much Spivey expires. A search of his body reveals a rolled map and nothing else.

The party rushes back into the common room to search for any more moktars, and this time Hump notices the telltale mad radiation of the sick rock in the corner. He tells the party to hurry into the next room, and they burst into the Chief's chamber in total disarray. The chief is surprised, the noise of the battle in the outer hall having only begun to wake him from a sick rock tormented stupor. The party is equally surprised and barely sorts itself out before the groggy chief charges them. The chief's first blow smashes Hump back into the hall, reeling with 1 hp remaining. No blows land for several rounds until a recovered Hump puts a bolt into the Chief's thigh and the shock leaves the chief open to blows from Mukuls and Terry. The chief dies, roaring his outrage, while Terry attempts to claim the chief's necklace by right of having landed the final blow. The party threatens Terry; Terry relents as his cowardice defeats his greed.

The party stops for a while, trying to mend Hump's serious injury. Hump has at least one cracked rib but he is better off after a tight bandaging and a brief rest. The adventurers are in amazingly good shape for having rapidly done in 19 HD of monsters without a rest. Grimgrim and Hump still have painful minor wounds, but all the other adventurers are unscratched.

The party finds a lever at the entrance to a tunnel, and Mukuls promptly pulls it. A loud clanf follows and the party then nonchalantly begins walking South towards the source of the noise. Hump is thrown to the ceiling by an unseen force, when he fails to heed a magnetic pull on his armor. Mukuls leaps back in time, but his beloved battleaxe is torn from his grasp. From Hump's anguished shouts the party is able to determine that the trap is magnetic in nature, and Lemon goes down the hall to toss Hump a rope. Hump has nothing to tie the rope to so Mukuls, Grimgrim and Drusilla all remove their armor and stand beneath Hump with a blanket stretched out to catch him while Phil put the lever into down position. The plan works as the blanket barely holds 200lbs of plummeting armored dwarf. Hump is again soothed, this time with a vigorous back rub from Mukuls for his badly wrenched shoulders. The party pledges to remember to bring whiskey on their next delve, as Hump is still sore and his busted ribs feel worse again. The adventurers works their way to the end of the corridor and cannot shift the steel trapdoor the find there. They surmise correctly that the lever will lift it and leave Lemon by the trap door with instructions to yell about what happens. Sure enough the trap opens when the massive steel pyramid, it's base the “trapdoor”, slams into the ceiling. The party debates how to get their armored selves down the trapdoor, but cannot figure out a good way, especially one that will allow them to retain their armor and keep the trap pinned to the ceiling. Finally Grimgrim decides on a possible plan and the party drags the guardroom table to the trapdoor and activates the magnet. While the door is up, they lay the table over the hole (it barely spans the pit). When the pyramid again falls to the hole the table succeeds in partially deflecting (several rolls were made – they went well) the pyramid so that using rope and the remaining table chunks as levers the party's combined strength can shift the pyramid to the side.

The party lowers Mukuls into the hole with a harness under his arms, his axe in one hand and lantern in the other. Hump and Lemon stand ready to pelt anything that emerges with missiles. It's anti-climactic as Mukuls finds only a damp hole with stairs heading down. The party follows and arranges themselves in their tested battle formation before proceeding into a vault. They don't know what to expect, but it's not the purplish corpse of a caravan guard and a large chest. There are cheers about the chest, and the party rushes forward as two spiders leap from the ceiling, the first pounces on Terry as he emerges from the stairs and the second launches itself at Lemon. Both Terry and Lemon are bitten, lemon takes a bloodly but mostly superficial scratch to the face, leaping back so quickly that the dose of spider poison meant for him spurts harmlessly onto the floor. Terry is less lucky, and the viscous bite of the fangs drops him to his knees where the spider leisurely pumps venom into him. As Terry expires gasping and purple, Phil's short sword takes the spider above a knee joint, but the beast barely seems to notice the shortened leg as it turns towards Drusilla and Grimgrim. Lemon has darted to cower behind the cleric and elf while clawing at his bloody face. Grimgrim braces himself but his wild swing fails to connect. Mukuls and Hump dart forward completing a crescent formation around the two spiders, Phil and the deceased Terry. As this shuffling takes place Drusilla has dropped her crescent pike and begun to mouth the mystical words of her sleep spell. The spiders prepare for leap, almost sure to carry off at least one party member with their virulent poisons, when the winds of slumber (Drusilla's spell apparently creates a bluish mist that smells of coconut, ginger and key limes) hit them and luckily send both monster arachnids into a deep sleep filled with lovely dreams - this is apparently a side effect of Drusilla's sleep spell, though it begs the question as to what 'lovely dreams' mean to a giant cave spider). There is no talk of mercy and Drusilla uses her crescent to lop off the head of each spider while Hump and Mukuls each drive axe blows into the eyes. This bit of butchery kills the spiders quickly and the party returns to the chest after searching the room for more monsters. Lemon staunches the his bleeding face with a fist full of giant spider web (the party may remember to look up when they enter strange treasure tombs from now on, but it's unlikely) and on close examination the wound is superficial despite a stinging from trace amounts of venom.

Turning to the chest the party finds 800gp within as they note the chest's unwieldy lead construction. Phil suggests that the coins (750 of which are rolled in 30 Bank Inviolable coin sleeves) represent pay for the Scientist's caravan guards – meaning himself. Grimgrim mutters something about 'blood for Monstcrom'. As Phil takes in the scratched but hardy adventurers and he can only meekly suggest that “Not for me you see, something for Terry's three babies, and maybe you know a bit for me to ummmm - put aside.” The party ignores him and scoops the gold into their packs.

The weary trudge back to Tarryfield is uneventful, but they spend only enough time in the Wretched's loft to achieve the minimum of rest and for the casters to pick through their spell books and commune with their gods. The next night is spent in one of Lugosi's inns, a comfortable spot called The Sinking Fang. On their fourth day after leaving Denethix the party walks back into the city up the same sooty street they left. Phil trudges dejectedly behind the party, somehow having lost his Science tabard and almost silently whining about “a fair share for the Philster”.

AFTER REPORT


Treasure and XP – It was a good haul, 857 gp in coin, 20 gp in nicknacks and a mysterious treasure map. This is less than last time, but that was basically a hand-wave to give the PC's starting cash. This timed they earned their loot like good adventurers, through bloodthirsty slaughter and smart tactics.  

Victims -5 halfling hillfolk (3 released), a wolf, a healthy moktar, 8 poisoned moktars, 1 dying moktar chief, 2 crab spiders. The total is something like 1120 XP total, or 224 each.

Losses - Terry the Incompetent Armsman.

Treasures of Note: A Strange MapIt's a map to some kind of cave near the top of Mt. Rendon, a massive lone mountain about 35 miles from Denethix. The Mountain is known to be dangerous and topped by peryton inhabited and/or haunted ancient ruins. Some say it was “the last redoubt of the ancient wizards” but people say that about every ancient ruin. The map is clearly very old, printed on crumbling plastic and showing topography in the ancient manner. The dead scientist, Dr. Spivey, has written in his neat block letters “sick rock imperative to ingress” in some kind of grease pencil with an arrow towards the cave.

Session I - Inaugural Play Report

In which the party meets under dreary circumstances, pride goes before a fall, and plunder is gathered and wasted.

SESSION I

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – An under-clothed wizard with strange yellow eyes and who tattoos himself with spells. (M) Magic-User 1

Hump – Dwarf with a fake beard, and other obvious mental issues. (M) Dwarf 1

Mukuls – Barbarian with stereotypically savage strength and a fondness for axes. (M) Fighter 1

Drusilla – Pretty elfin lass, of disturbingly unpleasant affect and with a taste for human babies (F) Elf 1

The party met chained in the basement of an evil wizard, they didn't remember much beyond being plucked from the road near their homes by short robed figures. The party's Wizard captor, a stereotypically lanky fellow in a tattered black robe wearing cracked white face makeup in the design of a skull, soon had his gang of armored hunchbacks drag them up from the cellar of what appeared to be a small blockhouse. The robed Wizard wasn't very competent, as attested to by the furniture pushed into the corners of his makeshift summoning chamber, but he called himself Skull-face and was determined to summon a “beassssst of the nether” and “fill him-ssssself with its dread power”. After sacrificing four unnamed NPC prisoners and just before sticking a knife into Grimgrim an alien entity appeared. Skull-face's incompetence proved itself fatal as the thing turned on him for mispronouncing it's name due to affected sinister hissing speech. The horror's name was Zarrzaks, not Zars-sstackssss, and without being bound by proper magical name calling it decided to eat Skull-face's soul. After a light repast the immense purple form of Zarrzaks disappeared in a tower of purple smoke that smelled like the taste of pennies, and also happened to vaporize all the metal in the room.

With their bonds reduced to sparkling purple motes, the party set upon the four remaining hunchback servitors of Skull-face who hadn't fled. It was over pretty quick with the party grabbing the chairs and a heavy bed frame (in Hump's case) and bashing the confused and despondent hunchbacks into paste (The hunchbacks were stated as unarmed – 1d2 damage - goblins).

After the hunchback massacre they searched the blockhouse and found a bunch of wizard junk, (specifically a kraken shell concertina and a glass egg with a ghost in it, worth about 200gp – see wizard junk table below), a stolen elvish spell-book (Drusilla's), Skull-face's spell-book, 600 gp sewn into a Skull-face's skull emblazoned cape (in the closet) and four mysterious brown bottles.

Drusilla tried a sip from a bottle, which was brandy, and actually really excellent brandy. The party got drunk, amidst the detritus of their massacre, and pledged loyalty to each other. They pledged that the money they had taken would buy equipment (minus the 200 gp worth of brandy they had just unknowingly drunk).

Lemon and Drusilla both tried to make sense of the spell book, but only Lemon rolled well enough to determine what one of the ten spells within was. It was sleep – an anticlimactic discovery. They are saving the book for later, and perhaps will think to cast read magic on it at some point or I'll let them try again if they consult some sage, spend time in a library or gain a level.

After walking the several miles to Denethix my players went on a shopping spree. They equipped themselves in standard adventurer fashion, though short on things like rope, spikes, oil and poles. The spree ended with about 150 gold left, but all the adventurers were well armed. The party ended the session looking dangerous in matching splint mail of various colored lacquer and loaded down with hand axes. It should be noted that they didn't bother to buy anything odd, they breezed past the oddities shop (after questioning the proprietor if he sold magic) and lingered only when Lemon wanted to look at handguns and Drusilla wanted to buy a human baby, but couldn't find them in the bazaar. They were ready for adventure and wouldn't stop till they found some.

The party went to Mung's House of Ale up the street from the bazaar to find rumors that would lead to adventure. The rumors were limited, but the adventurers now fears the wrath of the were-grunkie, don't want to investigate any wrinkled children, and know about the Temple of Science. They decided all three were adventure leads (linear thinking is a bit rooted here) but none wanted to tangle with a were-anything and only Drusilla is interested in babies, and then only as a snack. Next time they're off to the Temple of Science to find adventure.


One of the stranger denizens of Denethix, a Steel Leviathan